WIP Gavril Grand Marshal Widebody Edition

Discussion in 'Community Mods - Archived' started by SkritCraft, Nov 13, 2013.

  1. SkritCraft

    SkritCraft
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    No. I will work on it now :D

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    New Engine :D
    1494hp :O
    BeamNG 2013-11-14 17-02-10-10.jpg

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    Again a new Engine
    558hp
    BeamNG 2013-11-14 17-11-40-09.jpg
     
  2. RobertGracie

    RobertGracie
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    quick question are both engines controllable at all...
     
  3. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    The rear wheel arc is looking really weird.
     
  4. Nish01

    Nish01
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    i agree in my opinion, the curve is to much and should be more of a slope..but hey what do i know about fender flares...Nothing! haha anyways good work so far. always nice to see some more people modding and figuring stuff out.:D
     
  5. SkritCraft

    SkritCraft
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    Yes, i know. I'll try to fix it ;D

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    Yes :D

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    Thank you :D

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    smoothed the rear wheel arcs.
    BeamNG 2013-11-14 18-24-45-86.jpg BeamNG 2013-11-14 18-24-50-15.jpg

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    Bad news :(
    I wanted to make a new hood. I imported it, but now, the hood haven't got any reflections and a different colour -.-
    BeamNG 2013-11-15 17-20-31-05.jpg
    I don't know how to put a texture on the hood(in Blender)
     
    #25 SkritCraft, Nov 15, 2013
    Last edited: Nov 14, 2013
  6. FastestClassic

    FastestClassic
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    Blender probably screwed up the textures. I would consult Sam again, as I've forgotten how to fix that...
     
  7. SkritCraft

    SkritCraft
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    Okay thank you :D

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    I hate bugs -.-
    I need to start from the beginning -.-

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    I fixed the textures, but i have a new problem :/
    When i drift something weird happens
    BeamNG 2013-11-15 20-19-01-50.jpg
     
  8. RobertGracie

    RobertGracie
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    how wide are those tyres?
     
  9. SkritCraft

    SkritCraft
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    A little bit wider than the normal wheels
     
    #29 SkritCraft, Nov 15, 2013
    Last edited: Nov 15, 2013
  10. Narwhal

    Narwhal
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    if they move around, almost like floating consult post 52 on this thread Moonhawk-Drag-Edition/page3
    or ill just post it here
    holland says this works: "You need to apply rotation and scale, then location.;)" (thats post 52 on the thread)
     
  11. SkritCraft

    SkritCraft
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    Thank you :D i'll test it tomorrow

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    I don't know where to apply rotation scale and location -.-

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    Okay, i fixed it :D
     
    #31 SkritCraft, Nov 16, 2013
    Last edited: Nov 17, 2013
  12. SkritCraft

    SkritCraft
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    New Bumpers :D

    This Bumper will be out of Carbon Fiber(Texture)
    BeamNG 2013-11-18 18-47-51-07.jpg

    BeamNG 2013-11-18 18-48-40-42.jpg
     
  13. Car crusher

    Car crusher
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    I am looking forward to download the finished product.
     
  14. SkritCraft

    SkritCraft
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    I will beta release it soon ;)

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    I need help :D
    I want to make a texture for the front tuning bumper, but i don't know how to unvrap....
    Could somebody help me?

    This is what happened when i tried to do a texture......
    BeamNG 2013-11-19 17-05-16-42.jpg
     
    #34 SkritCraft, Nov 19, 2013
    Last edited: Nov 19, 2013
  15. Kamil_

    Kamil_
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    Start off by assigning a new material to the custom parts in blender (it can be the same one, but its much easier to make a custom material; for custom parts)
    The select all the parts(or one, whichever way you did it) and go to edit mode and on the left, find "unwrap" under "uv mapping", I like using smart unwrap because the uv isn't all broken up.
    Once you've unwrapped, change to view to UV/Image Editor, from then on you can adjust the uv map and do whatever else, click UVs menu and use "export uv layout", you dont have to do this, but its easier. Thats the UV map, you can load that in photoshop, apply all the textures and then that's the diffuse map. You still need to get this in the game though.. materials.cs in the car folder; make a new material (copy the first one if you want the color of the part same as the color of the car). If you're unsure about the materials I'll explain better, but this is already a lot.

    Tips: If you want to unwrap all of the parts at once you first have to join them and then separate them after unwrapping, it may be a good idea to atleast start with just one part, since its easier to edit the textures and alter the model.
    If you're in the UV editor a button on the bottom, which is a cursor, cube and two orange points, allows you to select a mesh vertex or UV vertex and that vertex will be highlighted (for example if you click a vertex in the mesh, the same vertex in the UV is highlighted)
     
  16. SkritCraft

    SkritCraft
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    Thank you :D I'll test it later, because i want to beta release the mod ;)
     
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